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ProdigalSon Games
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Recent community posts
One thing, once I learned about building mode and placing coconut cannons, the game was more enjoyable but here's something that happened to me:
I need a better way to switch between build and attack mode. Either pause the game when I am in build mode and let me go into GOD MODE while I place traps, or make it more obvious that I am in building mode cause I kept trying to attack when I am in building mode
Volume starts at 50%, 10/10!- Music is sadly still a bit too loud 9/10
- I cannot pop balloons with my knife or long sword 8/10
- I was told there is beheading of innocent life? 7/10
- Being able to get a long sword, multi-hit, hit from a distance to avoid attacks, and jump over your enemies to do a back attack...priceless
I have never played a 1st person tower-defense so it took me a bit to realize why the skeletons kept knocking at the door instead of fighting me (cowards!)
A few suggestions to help improve gameplay for me personally:
1. Mini-map or some way to highlight where there are enemies so I can go defeat them
2. When I have enough money to buy something, instead of interacting with the house, maybe a little pop-up appears for a bit and I can press a button to trigger the menu to open? Or at least an alert to let me know something new can be bought so I know when to go to the house to upgrade my stuff.
This is interesting for sure. Needs more cowbell, though :P
ps. I love it when this happens...helps me out of ton! lol
Here's my playthrough:
https://www.twitch.tv/videos/2235876222?t=01h49m52s
Here's my playthrough:
https://www.twitch.tv/videos/2235876222?t=01h36m42s
The character is charming and the controls aver very simple and the premise is easy to follow. I could not see my health and did not quite understand when something would hurt me or if I getting points by doing certain actions. It would have been nice to have some sort of a highscore to know how well I did.
Here's my playthrough:
https://www.twitch.tv/videos/2235876222?t=01h30m43s
I reached the max score but I have to tell you that I had some a gouda of a time and I was swiss at the bat and that ball went cheddar fast to the end of the level
Here's my playthrough:
https://www.twitch.tv/videos/2235876222?t=01h17m12s
I think how rotations work is not what I expect which was that as long as I was in the air, I could rotate the map and fall in that new direction. instead, what we got instead was a cat rotation which was hard to tell where we were going to go next
My Playthrough:
https://www.twitch.tv/videos/2235876222?t=01h10m34s
I really like the concept but the controls are a little awkward and I think the spike colliders are a little not forgiving. but over all pretty neat
Here's my playthrough:
https://www.twitch.tv/videos/2235876222?t=01h03m09s
23,000 HIGH SCORE!!!! :D I recommend having different sprite to indicate how you close you are to firing since it easy to overlook the timer on the left and making the enemy bullets a different color like red would help.
The game throws you in and immediately start hurting you without giving you time to think and understand the controls and I'm not a fan that when I jump I am literally jumping into where the ghost are and don't have a chance to shoot them. Maybe increase the space and allow them to spawn closer to the edges might be better.
Here's my play through:
I really like the artwork, the textures, and the character designs. The puzzles are little challenging because there is not enough user experience (Visual/Audio) that helps understand what I can interact with and what not and it was really to forget that I can jump since I only need to use it once. I found it hard to understand what genre or type of game it was trying to because it had a little bit of everything: exploration, puzzles, platform, but each one was mainly use once and not really consistently together. I would recommend to try to find a way to unite all of these gameplay mechanics.
This game is very unique but comes with a high learning curve which can be challenging in the context of a game jam where most players are looking to quickly jump into your game and learn about your mechanics with little no reading. I usually recommend, creating a single hand-crafted level, and using gameplay to explain the rules of your game to the player and then letting the play the game after learning the mechanics.
I like the premise, the story is funny, the concept of a shotgun-grappling-hook cat is hilarious, and once you get a really good rhythm the speed and physics feel so good. So good, that I forgot about rolling up and becoming this big giant ball of destruction. I think a sound effect and visual reminder that flashes bigger would good.
I like the implementation of scaling into different forms to traverse and platform. The animation are really well done and I do believe that the 3 forms fit really well. I can really feel the impact of the hits when I got hurt. It simply got a little too tight at the end and I died too many times. Maybe make it a little more forgiving?
This is pretty neat although I kept struggling with the climbing mechanics since I kept thinking it was a toggle and that I had to hold on to the jump button. May recommend making the climb an optional toggle for those who struggle with the ability to hold a button down for a long time while perform other tasks? At first, I thought the crafting mechanic was going to be overwhelming but it ended up being pretty easy to manage and a nice addition.
One last thing, I wanted to jump UP off walls when I was climbing. That feels better ;) I want to change jumps and climbs to do cool climbing speeds strats :D
Any game that has a hookshot start 10/10 for me. This game is so smooth to play and I like that voice acting and the animations. But them woodpeckers! They come too quick and I do not have enough to react. Could you add some sort of indication that they are coming coming so that I could dodge? Like a UI alert and a sound effect.
I like the concept, it is very original, and the music is fun to listen to. The control definitely take some time to get used to it and it is definitely much easier when you can just scale to the top or the bottom, but once you get into the rhythm it can be quite fun. The confusing part was that W always control the head but at the start I got used to the head always being on top, as soon as the head went to the bottom, then it tripped me up. Maybe try to have the head not be able to move down past the body and force the player to always move the body down and the head up.
This felt like a combination of Hitman plus assassins creed and I really wanted to throw an item at the guards and knock them out but if I did it near another guard they could catch me so I cannot just knockout people. This has the start of a stealth game, it be really cool to add AI path finding so that you can sound to distract guard. I should say, it reminds of Thief